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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-20 21:22:19 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-20 21:22:19 -0400 |
commit | de5ee6f928339198d3c3ab0a91e9343863782c59 (patch) | |
tree | ec32e095729b6213770023e56dc31be7bfd4e6c3 /src | |
parent | 5be3e5af5a08f9e72a969191dca07597d9c7c1f7 (diff) | |
download | SMAPI-de5ee6f928339198d3c3ab0a91e9343863782c59.tar.gz SMAPI-de5ee6f928339198d3c3ab0a91e9343863782c59.tar.bz2 SMAPI-de5ee6f928339198d3c3ab0a91e9343863782c59.zip |
rewrite core asset logic for extensibility (#459)
Diffstat (limited to 'src')
-rw-r--r-- | src/SMAPI/Framework/ContentCore.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 379 |
2 files changed, 249 insertions, 132 deletions
diff --git a/src/SMAPI/Framework/ContentCore.cs b/src/SMAPI/Framework/ContentCore.cs index d5848d7b..3c7e7b5a 100644 --- a/src/SMAPI/Framework/ContentCore.cs +++ b/src/SMAPI/Framework/ContentCore.cs @@ -368,7 +368,7 @@ namespace StardewModdingAPI.Framework int reloaded = 0; foreach (string key in removeAssetNames) { - if (this.CoreAssets.ReloadForKey(Game1.content, key)) // use an intercepted content manager + if (this.CoreAssets.Propagate(Game1.content, key)) // use an intercepted content manager reloaded++; } diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index d6a731cd..85021727 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -14,18 +14,17 @@ using StardewValley.TerrainFeatures; namespace StardewModdingAPI.Metadata { - /// <summary>Handles updating the game when a mod changes core assets.</summary> - /// <remarks>This implementation only handles the core assets used by the game itself, and doesn't update any custom references to the changed textures.</remarks> + /// <summary>Propagates changes to core assets to the game state.</summary> internal class CoreAssetPropagator { /********* ** Properties *********/ /// <summary>Normalises an asset key to match the cache key.</summary> - protected readonly Func<string, string> GetNormalisedPath; + private readonly Func<string, string> GetNormalisedPath; - /// <summary>Setters which update static or singleton texture fields indexed by normalised asset key.</summary> - private readonly IDictionary<string, Action<LocalizedContentManager, string>> SingletonSetters; + /// <summary>Simplifies access to private game code.</summary> + private readonly Reflector Reflection; /********* @@ -37,154 +36,272 @@ namespace StardewModdingAPI.Metadata public CoreAssetPropagator(Func<string, string> getNormalisedPath, Reflector reflection) { this.GetNormalisedPath = getNormalisedPath; - this.SingletonSetters = - new Dictionary<string, Action<LocalizedContentManager, string>> - { - // from CraftingRecipe.InitShared - ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key), - ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key), - - // from Game1.loadContent - ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key), - ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load<Texture2D>(key), - ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load<Texture2D>(key), - ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load<Texture2D>(key), - ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load<Texture2D>(key), - ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load<Texture2D>(key), - ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load<Texture2D>(key), - ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load<Dictionary<int, string>>(key), - ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key), - ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load<SpriteFont>(key), - ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load<SpriteFont>(key), - ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load<SpriteFont>(key), - ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load<SpriteFont>(key), - ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load<Texture2D>(key), - ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load<Texture2D>(key), - ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load<Dictionary<int, string>>(key), - ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key), - ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key), - ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key), - ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load<Texture2D>(key), - ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key), - ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load<Texture2D>(key), - ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load<Texture2D>(key), - ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load<Texture2D>(key), - ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key), - ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key), - - // from Game1.ResetToolSpriteSheet - ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), + this.Reflection = reflection; + } -#if STARDEW_VALLEY_1_3 - // from Bush - ["TileSheets\\bushes"] = (content, key) => reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))), + /// <summary>Reload one of the game's core assets (if applicable).</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether an asset was reloaded.</returns> + public bool Propagate(LocalizedContentManager content, string key) + { + return this.PropagateImpl(content, key) != null; + } - // from Farm - ["Buildings\\houses"] = (content, key) => reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)), - // from Farmer - ["Characters\\Farmer\\farmer_base"] = (content, key) => - { - if (Game1.player != null && Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(key); - }, - ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => + /********* + ** Private methods + *********/ + /// <summary>Reload one of the game's core assets (if applicable).</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns any non-null value to indicate an asset was loaded..</returns> + private object PropagateImpl(LocalizedContentManager content, string key) + { + Reflector reflection = this.Reflection; + switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically + { + /**** + ** Buildings + ****/ + case "buildings\\houses": // Farm +#if STARDEW_VALLEY_1_3 + reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)); + return true; +#else { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(key); - }, + Farm farm = Game1.getFarm(); + if (farm == null) + return null; + return farm.houseTextures = content.Load<Texture2D>(key); + } +#endif + + /**** + ** Content\Characters\Farmer + ****/ + case "characters\\farmer\\accessories": // Game1.loadContent + return FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key); + + case "characters\\farmer\\farmer_base": // Farmer + if (Game1.player == null || !Game1.player.isMale) + return null; +#if STARDEW_VALLEY_1_3 + return Game1.player.FarmerRenderer = new FarmerRenderer(key); #else - // from Bush - ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key), + return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); +#endif - // from Critter - ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load<Texture2D>(key), + case "characters\\farmer\\farmer_girl_base": // Farmer + if (Game1.player == null || Game1.player.isMale) + return null; +#if STARDEW_VALLEY_1_3 + return Game1.player.FarmerRenderer = new FarmerRenderer(key); +#else + return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); +#endif - // from Farm - ["Buildings\\houses"] = (content, key) => - { - Farm farm = Game1.getFarm(); - if (farm != null) - farm.houseTextures = content.Load<Texture2D>(key); - }, + case "characters\\farmer\\hairstyles": // Game1.loadContent + return FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key); + + case "characters\\farmer\\hats": // Game1.loadContent + return FarmerRenderer.hatsTexture = content.Load<Texture2D>(key); + + case "characters\\farmer\\shirts": // Game1.loadContent + return FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Data + ****/ + case "data\\achievements": // Game1.loadContent + return Game1.achievements = content.Load<Dictionary<int, string>>(key); + + case "data\\bigcraftablesinformation": // Game1.loadContent + return Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key); + + case "data\\cookingrecipes": // CraftingRecipe.InitShared + return CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key); + + case "data\\craftingrecipes": // CraftingRecipe.InitShared + return CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key); + + case "data\\npcgifttastes": // Game1.loadContent + return Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key); + + case "data\\objectinformation": // Game1.loadContent + return Game1.objectInformation = content.Load<Dictionary<int, string>>(key); + + /**** + ** Content\Fonts + ****/ + case "fonts\\spritefont1": // Game1.loadContent + return Game1.dialogueFont = content.Load<SpriteFont>(key); + + case "fonts\\smallfont": // Game1.loadContent + return Game1.smallFont = content.Load<SpriteFont>(key); + + case "fonts\\tinyfont": // Game1.loadContent + return Game1.tinyFont = content.Load<SpriteFont>(key); + + case "fonts\\tinyfontborder": // Game1.loadContent + return Game1.tinyFontBorder = content.Load<SpriteFont>(key); - // from Farmer - ["Characters\\Farmer\\farmer_base"] = (content, key) => + /**** + ** Content\Lighting + ****/ + case "loosesprites\\lighting\\greenlight": // Game1.loadContent + return Game1.cauldronLight = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent + return Game1.indoorWindowLight = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\lantern": // Game1.loadContent + return Game1.lantern = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\sconcelight": // Game1.loadContent + return Game1.sconceLight = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\windowlight": // Game1.loadContent + return Game1.windowLight = content.Load<Texture2D>(key); + + /**** + ** Content\LooseSprites + ****/ + case "loosesprites\\controllermaps": // Game1.loadContent + return Game1.controllerMaps = content.Load<Texture2D>(key); + + case "loosesprites\\cursors": // Game1.loadContent + return Game1.mouseCursors = content.Load<Texture2D>(key); + + case "loosesprites\\daybg": // Game1.loadContent + return Game1.daybg = content.Load<Texture2D>(key); + + case "loosesprites\\font_bold": // Game1.loadContent + return SpriteText.spriteTexture = content.Load<Texture2D>(key); + + case "loosesprites\\font_colored": // Game1.loadContent + return SpriteText.coloredTexture = content.Load<Texture2D>(key); + + case "loosesprites\\nightbg": // Game1.loadContent + return Game1.nightbg = content.Load<Texture2D>(key); + + case "loosesprites\\shadow": // Game1.loadContent + return Game1.shadowTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Critters + ****/ + case "tilesheets\\critters": // Criter.InitShared + return Critter.critterTexture = content.Load<Texture2D>(key); + + case "tilesheets\\crops": // Game1.loadContent + return Game1.cropSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\debris": // Game1.loadContent + return Game1.debrisSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\emotes": // Game1.loadContent + return Game1.emoteSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\furniture": // Game1.loadContent + return Furniture.furnitureTexture = content.Load<Texture2D>(key); + + case "tilesheets\\projectiles": // Game1.loadContent + return Projectile.projectileSheet = content.Load<Texture2D>(key); + + case "tilesheets\\rain": // Game1.loadContent + return Game1.rainTexture = content.Load<Texture2D>(key); + + case "tilesheets\\tools": // Game1.ResetToolSpriteSheet + Game1.ResetToolSpriteSheet(); + return true; + + case "tilesheets\\weapons": // Game1.loadContent + return Tool.weaponsTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Maps + ****/ + case "maps\\menutiles": // Game1.loadContent + return Game1.menuTexture = content.Load<Texture2D>(key); + + case "maps\\springobjects": // Game1.loadContent + return Game1.objectSpriteSheet = content.Load<Texture2D>(key); + + case "maps\\walls_and_floors": // Wallpaper + return Wallpaper.wallpaperTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Minigames + ****/ + case "minigames\\clouds": // TitleMenu + if (Game1.activeClickableMenu is TitleMenu) { - if (Game1.player != null && Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); - }, - ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => + reflection.GetField<Texture2D>(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load<Texture2D>(key)); + return true; + } + + return null; + + case "minigames\\titlebuttons": // TitleMenu + if (Game1.activeClickableMenu is TitleMenu titleMenu) { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); - }, + Texture2D texture = content.Load<Texture2D>(key); + reflection.GetField<Texture2D>(titleMenu, "titleButtonsTexture").SetValue(texture); + foreach (TemporaryAnimatedSprite bird in reflection.GetField<List<TemporaryAnimatedSprite>>(titleMenu, "birds").GetValue()) +#if STARDEW_VALLEY_1_3 + bird.texture = texture; +#else + bird.Texture = texture; #endif + return true; + } - // from Flooring - ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key), + return null; - // from FruitTree - ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load<Texture2D>(key), + /**** + ** Content\TileSheets + ****/ + case "tilesheets\\animations": // Game1.loadContent + return Game1.animations = content.Load<Texture2D>(key); - // from HoeDirt - ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load<Texture2D>(key), - ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load<Texture2D>(key), - ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load<Texture2D>(key), + case "tilesheets\\buffsicons": // Game1.loadContent + return Game1.buffsIcons = content.Load<Texture2D>(key); - // from TitleMenu - ["Minigames\\Clouds"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu) - reflection.GetField<Texture2D>(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load<Texture2D>(key)); - }, - ["Minigames\\TitleButtons"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu titleMenu) - { - reflection.GetField<Texture2D>(titleMenu, "titleButtonsTexture").SetValue(content.Load<Texture2D>(key)); - foreach (TemporaryAnimatedSprite bird in reflection.GetField<List<TemporaryAnimatedSprite>>(titleMenu, "birds").GetValue()) + case "tilesheets\\bushes": // new Bush() #if STARDEW_VALLEY_1_3 - bird.texture = content.Load<Texture2D>(key); + reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))); + return true; #else - bird.Texture = content.Load<Texture2D>(key); + return Bush.texture = content.Load<Texture2D>(key); #endif - } - }, - // from Wallpaper - ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load<Texture2D>(key) - } - .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value); - } + case "tilesheets\\craftables": // Game1.loadContent + return Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key); - /// <summary>Reload one of the game's core assets (if applicable).</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> - /// <returns>Returns whether an asset was reloaded.</returns> - public bool ReloadForKey(LocalizedContentManager content, string key) - { - // static assets - if (this.SingletonSetters.TryGetValue(key, out Action<LocalizedContentManager, string> reload)) - { - reload(content, key); - return true; + case "tilesheets\\fruittrees": // FruitTree + return FruitTree.texture = content.Load<Texture2D>(key); + + /**** + ** Content\TerrainFeatures + ****/ + case "terrainfeatures\\flooring": // Flooring + return Flooring.floorsTexture = content.Load<Texture2D>(key); + + case "terrainfeatures\\hoedirt": // from HoeDirt + return HoeDirt.lightTexture = content.Load<Texture2D>(key); + + case "Terrainfeatures\\hoedirtdark": // from HoeDirt + return HoeDirt.darkTexture = content.Load<Texture2D>(key); + + case "Terrainfeatures\\hoedirtsnow": // from HoeDirt + return HoeDirt.snowTexture = content.Load<Texture2D>(key); } // building textures - if (key.StartsWith(this.GetNormalisedPath("Buildings\\"))) + if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase)) { - Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray(); + Building[] buildings = this.GetAllBuildings().Where(p => key.Equals(this.GetNormalisedPath($"Buildings\\{p.buildingType?.ToLower()}"), StringComparison.InvariantCultureIgnoreCase)).ToArray(); if (buildings.Any()) { #if STARDEW_VALLEY_1_3 @@ -198,10 +315,10 @@ namespace StardewModdingAPI.Metadata return true; } - return false; + return null; } - return false; + return null; } |